// extend UIEvent if this event should be UI Kismet Event instead of a Level Kismet Event
class ConSeqObjectiveEvent extends SequenceEvent;

function notifyConSeqObjectiveEvent(name EventType, ConObjective CO)
{
        local array<int> ActivateIndices;
        local int i;

        for (i = 0; i < OutputLinks.length; i++)
                if (EventType == name(OutputLinks[i].LinkDesc))
                        ActivateIndices[ActivateIndices.length] = i;

        if (ActivateIndices.length == 0)
                ScriptLog("Not activating" @ self @ "for event" @ EventType @ "because there are no matching outputs");
        else
          CheckActivate(Originator, CO, false, ActivateIndices);

}

defaultproperties
{
   bPlayerOnly=False
   OutputLinks(0)=(LinkDesc="disable")
   OutputLinks(1)=(LinkDesc="enable")
   ObjClassVersion=2
   MaxTriggerCount=0
   ObjName="ConSeqObjectiveEvent"
	ObjCategory="ConqueredCastles Events"
}
